We be kinda rendering
This commit is contained in:
125
destrum/assets_src/shaders/mesh.frag
Normal file
125
destrum/assets_src/shaders/mesh.frag
Normal file
@@ -0,0 +1,125 @@
|
||||
#version 460
|
||||
|
||||
#extension GL_GOOGLE_include_directive : require
|
||||
|
||||
#include "bindless.glsl"
|
||||
#include "scene_data.glsl"
|
||||
#include "mesh_pcs.glsl"
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec2 inUV;
|
||||
layout (location = 2) in vec3 inNormal;
|
||||
layout (location = 3) in vec4 inTangent;
|
||||
layout (location = 4) in mat3 inTBN;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
MaterialData material = pcs.sceneData.materials.data[pcs.materialID];
|
||||
|
||||
// vec4 diffuse = sampleTexture2DLinear(material.diffuseTex, inUV);
|
||||
// if (diffuse.a < 0.1) {
|
||||
// discard;
|
||||
// }
|
||||
//
|
||||
// vec3 baseColor = material.baseColor.rgb * diffuse.rgb;
|
||||
//
|
||||
// vec3 normal = normalize(inNormal).rgb;
|
||||
// if (inTangent != vec4(0.0)) {
|
||||
// // FIXME: sometimes Blender doesn't export tangents for some objects
|
||||
// // for some reason. When we will start computing tangents manually,
|
||||
// // this check can be removed
|
||||
// normal = sampleTexture2DLinear(material.normalTex, inUV).rgb;
|
||||
// // normal.y = 1 - normal.y; // flip to make OpenGL normal maps work
|
||||
// normal = inTBN * normalize(normal * 2.0 - 1.0);
|
||||
// normal = normalize(normal);
|
||||
// }
|
||||
//
|
||||
// #ifdef PBR
|
||||
// float metallicF = material.metallicRoughnessEmissive.r;
|
||||
// float roughnessF = material.metallicRoughnessEmissive.g;
|
||||
//
|
||||
// vec4 metallicRoughness = sampleTexture2DLinear(material.metallicRoughnessTex, inUV);
|
||||
//
|
||||
// float roughness = roughnessF * metallicRoughness.g;
|
||||
// // roughness *= roughness; // from perceptual to linear
|
||||
// roughness = max(roughness, 1e-2); // 0.0 roughness leads to NaNs
|
||||
//
|
||||
// float metallic = metallicF * metallicRoughness.b;
|
||||
//
|
||||
// vec3 dielectricSpecular = vec3(0.04);
|
||||
// vec3 black = vec3(0.0);
|
||||
// vec3 diffuseColor = mix(baseColor * (1.0 - dielectricSpecular.r), black, metallic);
|
||||
// vec3 f0 = mix(dielectricSpecular, baseColor, metallic);
|
||||
// #else
|
||||
// vec3 diffuseColor = baseColor;
|
||||
// float metallic = 0.f;
|
||||
// float roughness = 1.f;
|
||||
// vec3 f0 = vec3(0.0);
|
||||
// #endif
|
||||
//
|
||||
// vec3 cameraPos = pcs.sceneData.cameraPos.xyz;
|
||||
// vec3 fragPos = inPos.xyz;
|
||||
// vec3 n = normal;
|
||||
// vec3 v = normalize(cameraPos - fragPos);
|
||||
//
|
||||
// // diffuseColor = vec3(1.0);
|
||||
// // baseColor = vec3(1.0);
|
||||
//
|
||||
// vec3 fragColor = vec3(0.0);
|
||||
// for (int i = 0; i < pcs.sceneData.numLights; i++) {
|
||||
// Light light = pcs.sceneData.lights.data[i];
|
||||
//
|
||||
// vec3 l = light.direction;
|
||||
// if (light.type != TYPE_DIRECTIONAL_LIGHT) {
|
||||
// l = normalize(light.position - fragPos);
|
||||
// }
|
||||
// float NoL = clamp(dot(n, l), 0.0, 1.0);
|
||||
//
|
||||
// float occlusion = 1.0;
|
||||
// if (light.type == TYPE_DIRECTIONAL_LIGHT) {
|
||||
// occlusion = calculateCSMOcclusion(
|
||||
// fragPos, cameraPos, NoL,
|
||||
// pcs.sceneData.csmShadowMapId,
|
||||
// pcs.sceneData.cascadeFarPlaneZs,
|
||||
// pcs.sceneData.csmLightSpaceTMs);
|
||||
// } else if (light.type == TYPE_POINT_LIGHT && light.shadowMapID != 0) {
|
||||
// occlusion = calculatePointShadow(
|
||||
// fragPos, light.position, NoL,
|
||||
// light.shadowMapID,
|
||||
// pcs.sceneData.pointLightFarPlane);
|
||||
// }
|
||||
//
|
||||
// fragColor += calculateLight(light, fragPos, n, v, l,
|
||||
// diffuseColor, roughness, metallic, f0, occlusion);
|
||||
// }
|
||||
//
|
||||
// // emissive
|
||||
// float emissiveF = material.metallicRoughnessEmissive.b;
|
||||
// vec3 emissiveColor = emissiveF * sampleTexture2DLinear(material.emissiveTex, inUV).rgb;
|
||||
// fragColor += emissiveColor;
|
||||
//
|
||||
// // ambient
|
||||
// fragColor += baseColor * pcs.sceneData.ambientColor * pcs.sceneData.ambientIntensity;
|
||||
//
|
||||
// #if 0
|
||||
// // CSM DEBUG
|
||||
// uint cascadeIndex = chooseCascade(inPos, cameraPos, pcs.sceneData.cascadeFarPlaneZs);
|
||||
// fragColor *= debugShadowsFactor(cascadeIndex);
|
||||
// #endif
|
||||
//
|
||||
// #if 0
|
||||
// // TANGENT DEBUG
|
||||
// if (inTangent == vec4(0.0)) {
|
||||
// fragColor = vec3(1.0f, 0.0f, 0.0f);
|
||||
// }
|
||||
// #endif
|
||||
//
|
||||
// #if 1
|
||||
// // NORMAL DEBUG
|
||||
// // fragColor = normal;
|
||||
// #endif
|
||||
|
||||
outFragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
Reference in New Issue
Block a user